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Playing Games in School: Video Games and Simulations for Primary and Secondary Education
Book Details
Description
Playing Games in School focuses this analysis on four topics: why games should be a part of education, the availability of games in four core subjects and physical education, selecting and integrating games in school, and alternate perspectives on game-based learning. Each chapter takes an in-depth look at research or case studies on topics including how today's students differ from previous generations, integrating games into the classroom with instructional strategies, incorporating gamebased learning without computers, commercial off-the-shelf games, virtual environments, and more. The additional resources throughout the book, such as lists of guidelines and a technology consent form template, assist educators as they integrate this compelling form of instruction into their classrooms.
Topics include:
-gaming
-educational games
-technology integration
-simulations
The International Society for Technology in Education (ISTE) is the trusted source for professional development, knowledge generation, advocacy and leadership for innovation. ISTE is the premier membership association for educators and education leaders engaged in improving teaching and learning by advancing the effective use of technology in PK-12 and teacher education. Home of the National Educational Technology Standards (NETS), the Center for Applied Research in Educational Technology (CARET), and ISTE's annual conference (formerly known as the National Educational Computing Conference, or NECC), ISTE represents more than 100,000 professionals worldwide. We support our members with information, networking opportunities, and guidance as they face the challenge of transforming education.
Some of the areas in which we publish are:
-Web. 2.0 in the classroom-RSS, podcasts, and more
-National Educational Technology Standards (NETS)
-Professional development for educators and administrators
-Integrating technology into the classroom and curriculum
-Safe practices for the Internet and technology
-Educational technology for parents













